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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "PWS/Skybox/PW_HDRI"
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{
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Properties
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{
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_Tint("Tint Color", Color) = (.5, .5, .5, .5)
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[Gamma] _Exposure("Exposure", Range(0, 8)) = 1.0
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_Rotation("Rotation", Range(0, 360)) = 0
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[NoScaleOffset] _Tex("Cubemap (HDR)", Cube) = "grey" {}
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}
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SubShader
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{
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Tags { "Queue" = "Background" "RenderType" = "Background" "PreviewType" = "Skybox" }
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Cull Off ZWrite Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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samplerCUBE _Tex;
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half4 _Tex_HDR;
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half4 _Tint;
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half _Exposure;
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float _Rotation;
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float3 RotateAroundYInDegrees(float3 vertex, float degrees)
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{
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float alpha = degrees * UNITY_PI / 180.0;
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float sina, cosa;
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sincos(alpha, sina, cosa);
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float2x2 m = float2x2(cosa, -sina, sina, cosa);
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return float3(mul(m, vertex.xz), vertex.y).xzy;
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}
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struct appdata_t {
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float3 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation);
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o.vertex = UnityObjectToClipPos(rotated);
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o.texcoord = v.vertex.xyz;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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half4 tex = texCUBE(_Tex, i.texcoord);
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half3 c = DecodeHDR(tex, _Tex_HDR);
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c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb;
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c *= _Exposure;
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return half4(c, 1);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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